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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_Stream_SetPosition">FSOUND_Stream_SetPosition</A></H2>
Sets the current stream's FILE position in BYTES.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_Stream_SetPosition</B><B>(</B><BR>
<B>FSOUND_STREAM *</B><I>stream</I><B>,</B><BR>
<B>unsigned int </B><B> </B><I>position</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>stream</I></TD>
<TD>Pointer to the stream to have its position set.<BR>
</TD><TR VALIGN=top><TD><I>position</I></TD>
<TD>Offset in bytes from start of actual sound data (not including any header)<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Position functions for streams talk in bytes and NOT samples.<BR>
The reason for not taking the header into account is people usually want to know the offset	to seek to relative to the start of their data (ie as they see it in soundforge or whatever), not from offset 0 which is almost meaningless if you dont know the format.<BR>
--------------<BR>
If the stream has been opened with FSOUND_NONBLOCKING, this function will not succeed until the stream is ready.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_Stream_GetLength.html">FSOUND_Stream_GetLength</A>
, 
<A HREF="FSOUND_Stream_GetPosition.html">FSOUND_Stream_GetPosition</A>
, 
<A HREF="FSOUND_Stream_SetTime.html">FSOUND_Stream_SetTime</A>
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